/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
static void PlayDialogueAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings )